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Game Physics Cookbook

You're reading from   Game Physics Cookbook Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games

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Product type Paperback
Published in Mar 2017
Publisher Packt
ISBN-13 9781787123663
Length 480 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Toc

Table of Contents (19) Chapters Close

Preface 1. Vectors FREE CHAPTER 2. Matrices 3. Matrix Transformations 4. 2D Primitive Shapes 5. 2D Collisions 6. 2D Optimizations 7. 3D Primitive Shapes 8. 3D Point Tests 9. 3D Shape Intersections 10. 3D Line Intersections 11. Triangles and Meshes 12. Models and Scenes 13. Camera and Frustum 14. Constraint Solving 15. Manifolds and Impulses 16. Springs and Joints A. Advanced Topics Index

2D lines


A line is the shortest straight path that connects two points. A line can be defined by a point on the line and a slope; this is called the slope intercept form. An actual line has no ends; it extends infinitely in both directions. This is not what we intuitively think of as a line. Instead, we want to define a line using a Start Point and an End Point. This is called a Line Segment:

Getting ready

Even though we are implementing a line segment, in code we are going to refer to it as a line. We rarely, if ever, use real lines to detect collisions, but we often use line segments. The Line2D structure we are about to create will consist of two points, where the line starts and where it ends.

How to do it…

Follow these steps to define a two-dimensional line, and the helper functions we will need to work with lines:

  1. Define the Line2D structure in Geometry2D.h.

    typedef struct Line2D {
       Point2D start;
       Point2D end;
    
       inline Line2D() { }
       inline Line2D(const Point2D& s, const Point2D...
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